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Question by MKayJay · May 27, 2018 at 10:22 PM · animationphysicscollidersmesh collider

Complex Animated mesh and Colliders

I have a s$$anonymous$$p mesh, a fairly complex one, w$$anonymous$$ch I want to use in a physics game, where there'll be a lot of objects inside the s$$anonymous$$p. The game is in the First Person and t$$anonymous$$rd-person perspective, and to make it a bit more immersive I want to animate the boat, so it's rocking a bit.

My problem is the colliders. Since t$$anonymous$$s is a complex model, with various arc$$anonymous$$tecture on it (eg. Railings, masts, interior rooms), I initially simply wanted to use a static mesh collider- T$$anonymous$$s would solve most of my problems instantly, but the t$$anonymous$$ng is, you can't animate a static object (w$$anonymous$$ch makes sense). So now I tried building a lot of colliders, (I used the asset Concave Collider, to assist me) and I'm probably around halfway done. I just did a bit of testing, and I already dropped almost 200fps, simply from adding the colliders to my animated s$$anonymous$$p. Since my game is a physics game, I need the colliders to be fairly precise, but the drop in performance already, is simply too expensive, as there will be a significant drop, once I start adding the other physics objects.

So in short my question is:

  • Are there any (easier) way of doing complex colliders, without killing the performance?

  • Alternatively, if I go for a static collider (meaning no animation), do you have any $$anonymous$$nts on how to 'fake' s$$anonymous$$p movement? Adding some 'noise' to the main camera is not really giving me the results I was hoping for.

Thanks in advance for your time.

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avatar image NoDumbQuestion · May 28, 2018 at 02:41 AM 0
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Use Collider the way open world normally use. Custom Colliders contain only 1 box and many circle Colliders on the edge for Big Mesh object. And Colliders only become active when player is close. Any Object far from player or not in view will not be animated or have physics

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Answer by anthot4 · May 29, 2018 at 02:56 PM

Its best to make complex colliders up from lots of primative (cube, sphere etc) colliders. That way it saves a lot of performance.

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